Working for the text
Fan labor and the New Organization
Bibliographic Data
| ID | 12601955 |
|---|---|
| Authors | Ryan M Milner (0000-0001-7864-0823, University of Kansas, corresponding author) |
| Year | 2009 |
| Volume | 12 |
| Issue | 5 |
| Pages | 491-508 |
| Publication date | 2009-09-01 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | International Journal of Cultural Studies (JOURNAL) |
| Journal identifiers | ISSN: 1367-8779 • E-ISSN: 1460-356X |
| Publisher | SAGE Publishing (PUBLISHER • US) |
| DOI | 10.1177/1367877909337861 |
| OpenAlex | W2106194668 |
| Language | EN |
| Citations received | 29 |
| References cited | 22 |
This study used a discourse analysis of the official Fallout 3 forum to investigate how fans of the digital-game series perceived their labor contribution to the game development process. Framing this analysis, I proposed that the concept of the New Organization is a useful paradigm when considering the autonomous and collaborative nature of fan labor. As knowledge workers in the New Organization, fans contribute an immaterial labor (consisting of information and interpretation) to the texts they esteem. In my analysis, I observed that fans view uncompensated labor as a foregone conclusion, and that fans were more loyal to the text than the organization producing it. Both of these results have implications for how producers and researchers might approach fan labor. Given fan preference for autonomous and collaborative input, researchers and producers alike could benefit from understanding fan labor from a New Organizational perspective
Advertising · Business · Framing (construction · Interpretation (philosophy · Perspective (graphical · Political science · Public relations · Sociology · Computer Science · Digital Games and Media · Engineering · Gender, Feminism, and Media · Social Media and Politics · Artificial Intelligence
Beyond texts
Negotiating Text Integrity
The Co-option of Audience Data and User-Generated Content
Video Cultures
Playstations and workstations
Upgrading the self
Playing to the Crowd
To learn or to have fun? How paratexts of entertainment education programs affect fans’ informal learning
‘Push-and-pull’ for visibility
K-pop fan labor and an alternative creative industry
Dual Exploitation and the Long Tail Effect
An emergent algorithmic culture
Disruptive gratitude
Bullet Screens (Danmu)
Who are the people? Using fandom research to study populist supporters
The motives attributed to trollers in metapragmatic comments on alleged Chinese yinzhan (conflict-provoking trolling) posts
Contested Convergence and the Politics of Play on GameTrailers.com
Between fan and player
Dolphins Are Just Gay Sharks”
Computer game modders’ motivations and sense of community
Contestation in the Colbert Nation
Archival anarchies
Our Struggles Are Unequal”
Moderating for a friend of mine
Metaphors of free labor
It's About Ethics in Games Journalism? Gamergaters and Geek Masculinity
Signaling the Intent to Change Online Communities
Virtual Warlords
Pathways to Creativity
The Study of Discourse
The Labour of User Co-Creators
From Pong to Planet Quake
Convergence Culture
Convergence Culture
Tune in, Log on
Play Between Worlds
Mapping the Bit Girl Lara Croft and new media fandom
Beyond Management
Watching Television Without Pity
The Multitude and the Kangaroo
Celebrating the story the way it is’
Cultural Outlaws
Free Labor
Productive Play
Assumptions, Assertions and the Need for Evidence
| Citations per year | 1.81 |
|---|---|
| Citation span | 2010 - 2025 (16) |
| Highly cited | No |